QC_DownToForward + P: Cannon ball throw
QC_DownToBack + P: Hook grab (Hold P to continue extending hook)
There's no air defending or air parrying. You can only parry during the first 3 frames of WalkF. Gor's Parry reflects projectiles. Defending isn't based on attack height or anything yet.

If you run into any bugs, visual problems even minor, something you don't like, or have any questions, let me know. Of course, there's still a lot for me to do and you'll probably run into some bug I missed but I decided to just put the build out now instead of waiting for some perfect time.

All I do is fight the CPU in the Not-so-turbo Edition, so I would find it worthwhile, unless you mean it's different from Arcade Mode and you already have one. In that case, while it'd be nice, I wouldn't call it top priority.

And I'd like to see Princess playable. I'm curious to see her in action.

@Nick Ok, Princess it is. For the AI, I was talking about adding it in general, so Arcade mode and Player Vs Computer (choosing who they are and their difficulty). I don't have any AI in place currently, but I'll work on adding them. They have to be coded on a per fighter basis so they use their movesets correctly.

I'll look into it Phinx. Have you ever had any problems with Unity games before? Do you see the main menu, or does this occur after stage selection? Hmm could you send me the log file in the /*Data folder?

Does anyone have a Assist-selection idea they wanna mockup? I'm looking for ideas.